Learn Objectives, Tactics, & Strategy (LOTS)

From Battle College
Revision as of 04:35, 4 January 2017 by Esque (Talk | contribs) (WarmaHordes Tactics)

Jump to: navigation, search

WarmaHordes Tactics

So, you've read the rulebook. You purchased some models (or found some proxy counters or whatever). You know how game goes, and the difference between Fury and Focus. You know how to Activate your units, and you know that a Feat requires timing. Obviously you can read the statistics on each models (and the articles on this site) to get wiser on their properties, but it might still be hard to fathom what your army is supposed to do. But from here on out, You can go a long way in this game by creating a balanced army list where the units synergize with each other. So we are going to discuss here what is it the game is about. What are you trying to do when you pick up your models and move them within striking distance of your opponent? How do you create synergies? What are the common strategies, and what tactics are used to accomplish them? WarmaHordes is a game of prioritizing very limited ressources, what are they? How about that 2d6 dice format, why is that so clever? In conventional war, tactics consists of the actions and reactions on the field. A tactician knows the overall strategy that his forces are built around. Your strategy might be war of attrition by having lots of armor supported by huge quantities of infantry; or attrition by lots of guys designed to die in order to release corpse tokens or soul tokens that empower the rest of your standing army. The tactician must apply tactical choices and prioritize his resources to get the most of the strategy. Conventional tactics are maneuvers such as attacking on the flank, stealth, apply pressure with tanks/elite fighters, suppressive fire, the hit and run, or fortifying. Obviously, game tactics are less elaborated than conventional warfare tactics, but this game is surprisingly full of maneuvers. Many a game has been won or lost due to one side being better at fury/focus management, unit positioning, timing, maneuvering or activation order. The following is a breakdown of the game into a series of "lessons", each manageable as food for thought for the new player, before advancing to the next lesson. Each lesson is either written by a Battle College user such as yourself, or destilled from various community strategy bloggers, from tips and tricks from many an excellent player, and from Privateer Press' faction forums, or the old MK2 Battle College and updated where necessary to MK3.

Lesson 1: Lists - a small text on how to create a list.

Lesson 2: Tactics - Good positioning can be a game winner. Understand what your models can do.

Lesson 3: Resources - It is a dicegame, but you dont have to rely completely on luck. You can sway luck.

Lesson 4: Strategy - Anatomy of the game.

Lesson 5: Factions - A small lesson on each faction. (NOT WRITTEN YET)

Lesson 6: Steamroller - Privateer Press' own annually updated mission compendium. Its awesome.

Lesson 7: Meta - Test your skills against real people.